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Pathfinder Second Edition

Compendium

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Planetar

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The beings of righteous fury known as planetars are known to be the least patient of angels. They exist to destroy evil that cannot be redeemed, and they often leave prolonged dialogue to other angels. Of course, no Planetar ignores the importance of diplomacy, but they know that others among the angelic hosts are better suited to that task, while they focus on the larger picture. In angelic armies, planetars serve as commanders or generals. They stand at least 9 feet tall and weigh over 500 pounds.

Attributes

Planetar

Creature 16

NGLargeUncommon, Angel, Celestial
  • Perception28; (32 to detect illusions); darkvision, true seeing
  • LanguagesCelestial, Draconic, Infernal; tongues
  • Skills athletics 32 intimidation 32 religion 32
  • Str8Dex3Con6Int 5Wis6Cha6
  • Items +2 greater striking greatsword
  • AC 39 Fort28Ref25Will28 (+1 status to all saves vs. magic)
  • HP 300 Weaknessesevil 15
  • Aura of Righteousness 20 feet. Allies in the planetar’s aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to damage rolls against evil creatures. The area in the aura is difficult terrain for evil creatures. A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
  • Holy Armaments Any weapon gains the effect of a holy property rune while a planetar wields it.
  • Speed25 feet, fly 60 feet
  • Melee holy greatsword 32 (good, magical, versatile P) Damage3d12+16 slashing
  • Blade of Justice The planetar makes a greatsword Strike against a target it detects as evil. If the target is evil, the Strike deals three extra weapon damage dice and deals 1d6 (1d6) persistent good damage to the target. The planetar can convert all the physical damage from the attack into good damage.
  • Change Shape (concentrate, divine, polymorph, transmutation) The planetar can take on the appearance of any Small or Medium humanoid. This doesn’t change their Speed or Strikes. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
  • Divine Innate Spells DC 37, attack +29; 8th dispel magic, divine wrath, earthquake, heal, power word blind, remove fear (at will); 6th blade barrier, dispel magic (at will); 5th breath of life, death ward, freedom of movement, restoration (x3); 2nd invisibility (at will, self only), remove paralysis; Constant (5th) detect alignment (evil only), tongues, true seeing
  • Rituals DC 37; angelic messenger, call spirit, resurrect